Clash Royale Best Deck Building Strategy Guide

A well-balanced deck is the real key to success in Clash Royale. It does not matter, how many rare or epic cards you have. It’s all about designing the deck!

A huge number of people are asking about deck building guide. That’s why I decided to put up Clash Royale deck building strategy guide. The best part, it is applicable for all Arenas.

Synergy:

When you are building a deck, take care of synergy. Each card has to work correctly with other cards. A deck full of rare or epic cards won’t work. Trust me; a deck is all about harmony and synergy. Don’t stuff it with the high Elixir cost and HP cards! It won’t work!

Balance Between Offense And Defense:

I frequently say the attack can make you win. If you are focusing on defense only, you can never win! But that does not mean that defense isn’t important. A great offense can take down the enemy’s towers. But if you don’t know how to deal with attacks on your towers, then you’re likely to lose a tower or two, if not the match!

Balance Between Splash Damage And Point Damage Cards:

Right now, two types of cards are available based upon damage inflicting feature:

Point Damage Cards:

These cards can target one troop at a time. With these, you can damage the attacker to the maximum. These cards include Musketeer, Barbarian, and Tanker, etc. Without these cards, you’re going to be unable to take down high HP cards or towers.

Splash Damage Cards:

Splash damage cards can damage multiple cards at a time. They can slow down multiple troops at the same time. You can use them to take down low HP cards. Baby Dragon or the Witch are prime examples.

Balance Between Melee And Range Cards:

I just adore Ranged cards. Undeniably, I am in love with Musketeer. For the best deck, balance is needed between Range and Melee troops. Ranged units can damage higher, but have low HP. That’s why you need to combine Range troops with Melee troops. Melee troops act as the shield for high HP cards and sink a lot of damage.

Average Elixir Cost:

Average Elixir cost, this is the point why I advise not to use high HP cards only. Stronger the cards, higher will be the Average Elixir Cost. Trust me; you don’t want to wait for 10 seconds and then deploy the card. That’s why balance is needed to control Average Elixir cost.

What Is the Best Average Elixir Cost Range?

Keep the Average Elixir cost between 3.6 – 4.5. If your average cost is greater than 4.5, you will have to wait longer before you deploy the card. Although, you have high HP cards! In other cases, you can deploy the cards quickly, but you only have low HP cards. The Witch and Valkyrie can finish low HP troops easily. Without balance, you cannot win!

General Strategy:

Here is the general strategy to design a battle deck:

Two Point Damage Cards:

When you send low HP troops in groups, it can damage greatly. But law HP is a major drawback. With one splash card, all such troops can be wiped out. To deal with this situation, add at least two point damage cards.

Here are some suggestions:

Prince

Musketeer

Knight

Spear Goblins

Archers

P.E.K.K.A or Mini P.E.K.K.A

Barbarians

Minions

Three Splash Damage Cards:

Groups of troops can be dangerous. To deal with such a situation, you need at least three Splash Damage cards.

Here are some suggestions:

Bomber

Bomb Tower

Giant Skeleton

Rocket

Baby Dragon

Arrows

Fireball

Wizard

Zap

Lightening

Two High HP Cards:

Always add cards with at least 1000 HP. These cards are essential to take damage and support troops.

Here are some examples:

Prince

Golem

Barbarian Hut

P.E.K.K.A

X-Bow

Bomb Tower

Giant Skeleton

Inferno Tower

Cannon

Two Air Targeting Cards:

At higher level Arena, Air targeting cards are primary attackers. To deal with an air attack, at least, have one or two air targeting troops.

Baby Dragon

Musketeer

Wizard

Inferno Tower

Tesla

Archers

Minions

Spear Goblins

X-Bow

Witch

One Spell Card:

Spell cards have two advantages. First, they can finish splash cards easily. Splash cards can take down troops, but lack higher range, coverage, and movement. That’s why spell card is needed!

Secondly, with a spell card, you can destroy a weakened tower without sending any high HP cards. Sometimes, it is not possible to send troops to the King’s Tower, although the tower has been considerably weakened. In this situation, a spell card is your winning move!

Here are the examples:

Lightening

Arrows

Rocket

Fireball

Zap

One Defense Card:

You should use at least one defense card. It will slow down the battle and will buy you time for Elixir to refill. It will protect your towers too.

Final Verdict:

It does not matter what number of rare or epic cards you own! If your deck is well balanced and you know how to counter attack, nobody can beat you!